[Character] US Army soldier - WIP
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Rhino
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Re: [Character] US Army soldier - WIP
it supports them fine... you can't get the same deepness but you can get pretty good ones.
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Dunehunter
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Re: [Character] US Army soldier - WIP
Wouldn't these just be new models to put Read's gear on?
[R-MOD]Jigsaw] I am drunk. I decided to come home early because I can''t realy seea nyithng. I hthknk i madea bad choicce.
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bosco_
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motherdear
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Re: [Character] US Army soldier - WIP
thx for the clarification rhino 

[R-DEV]OkitaMakoto: "Talking squad level tactics in bed is actually a little known aphrodisiac"
[R-CON]Pantera : "maybe you might learn that we are not super intelligent beings chained in UKF's basement being forced to work on this".
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Vaiski
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Re: [Character] US Army soldier - WIP
Yea, there are probably quite a few inaccuraties. It was quite speedy modeling session and I didn't pay too much attention to details. Just made some google image searches and modeled what I saw there.
I'm trying to get all the basic stuff quickly in place. Hopefully I'll get some feedback on the possibly wrong choices for the gear etc. so I can take a look at them in the end.
It might be possible to move the rig and weights from our British model files if we are lucky enough.
Originally this started as a generic model for our simple 3d shooter game that we are making with my brother. It was supposed to be viewed from high up where you can't really see much details The detailing went a bit overboard so I decided to continue it into first person shooter detail level specs
At the moment its about 6,5 million verts and is getting a bit demanding for my poor laptop..
I'm trying to get all the basic stuff quickly in place. Hopefully I'll get some feedback on the possibly wrong choices for the gear etc. so I can take a look at them in the end.
Sure. Yes, this is the highpoly version thats going to be used for normalmap generation. I'm going to make a lowpoly on top of it in Zbrush. Not too keen on rigging it though...Rhino wrote:nice viski, this your high poly version your going to do the bump maps etc off?
possible future use for PR perhaps?![]()
Originally this started as a generic model for our simple 3d shooter game that we are making with my brother. It was supposed to be viewed from high up where you can't really see much details The detailing went a bit overboard so I decided to continue it into first person shooter detail level specs
At the moment its about 6,5 million verts and is getting a bit demanding for my poor laptop..
Thanks. I'll take a look at the helmet. Cloth made parts are still under construction. For example the trousers are going to get covered with some stuff like knee pads so I don't want to detail them too much just yet. Shoes are still missing as well. Its easier to make the fixes once all the gear is in place and you know how the cloth is supposed to fold.gx wrote:your forgetting the ankle pockets and shoulder pockets, or are those going to be skinned on? Also the helmet seems a little flat up front and goes up to high, it should be more rounded out in the front.
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Vaiski
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Re: [Character] US Army soldier - WIP
Yes I used Zbrush 3.1 for this.motherdear wrote:i believe that z-trooper had been doing some experiments with baked maps of of high poly models and found out that bf2 doesn't really support highpoly bump maps like we would be doing with this one. so i don't think this will be going inside bf2.
nonetheless the model looks really good, did you use zbrush to get some of the details in it or what other programs have you been using to make this beauty ?
You can use baked or painted normal maps in BF2. But its true that they don't look very good in the engine's lighting system. They kind of lose the depth cause of all the ambient light and become washed out.
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LtSoucy
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shifty66
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Re: [Character] US Army soldier - WIP
What happened to the colour on your nameRhino wrote:it supports them fine... you can't get the same deepness but you can get pretty good ones.
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*14 sigs made for PR members Ingame name:supermannen6 Not making sigs anymore. Army life does not permit it! hah
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kannietwo
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Re: [Character] US Army soldier - WIP
It seems like you have made the K-pot (PASGT Helmet) instead of the ACH (MICH Helmet).
Tokio Marui Type 89 owner and JGSDF lover 
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Vaiski
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Re: [Character] US Army soldier - WIP
Its very possible that its a wrong type of helmet. What are the main differences between the two? Possibly some links to good references?kannietwo wrote:It seems like you have made the K-pot (PASGT Helmet) instead of the ACH (MICH Helmet).
I don't have very much knowledge on US military and their gear TBH.
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Z-trooper
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Re: [Character] US Army soldier - WIP
Sweet man. I had started on a very similar project 
On the normal/bump subject Vaiski is right. It is in fact the lighting system that washes out the normal illusions, but for something organic like a player model they should still be much better than no bump/normal at all.
I'll focus my player models at another faction then, wich can be done easily as I havent imported them into zbrush yet. (there are both female and male models if needed
)
On the normal/bump subject Vaiski is right. It is in fact the lighting system that washes out the normal illusions, but for something organic like a player model they should still be much better than no bump/normal at all.
I'll focus my player models at another faction then, wich can be done easily as I havent imported them into zbrush yet. (there are both female and male models if needed
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Scot
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Re: [Character] US Army soldier - WIP
Woot! Go Z!! It would be sweet if we could get all the Player Models seperate from EA, that would be awesome 

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Rudd
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Re: [Character] US Army soldier - WIP
But would be cool if you did the Opfor team
go on man, break free from teh normal people, do something unexpected!
go on man, break free from teh normal people, do something unexpected!
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Z-trooper
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Re: [Character] US Army soldier - WIP
Haha, I should never have said it. I'm doing my bachelor project at the moment so progress will be even more slow than usual 
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kannietwo
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Re: [Character] US Army soldier - WIP
Army Combat Uniform:
http://upload.wikimedia.org/wikipedia/c ... niform.jpg
MICH helmet


IOTV body armor:
YouTube - IOTV
YouTube - Improved tact. vest
http://baesystemspresskit.com/ausa2007/ ... y/IOTV.jpg
http://www.defenseindustrydaily.com/ima ... res_lg.jpg
http://upload.wikimedia.org/wikipedia/c ... niform.jpg
MICH helmet

IOTV body armor:
YouTube - IOTV
YouTube - Improved tact. vest
http://baesystemspresskit.com/ausa2007/ ... y/IOTV.jpg
http://www.defenseindustrydaily.com/ima ... res_lg.jpg
Tokio Marui Type 89 owner and JGSDF lover 
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ReadMenace
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-CJ-
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Re: [Character] US Army soldier - WIP
OMG 
That is a perfect model !! How many hours did it take you ?
That is a perfect model !! How many hours did it take you ?
Sorry for my english
ops:
#!


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Spekta
- Posts: 73
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Re: [Character] US Army soldier - WIP
Don't pay too much attention on the helmet and the pouches, because they are part of the kit. Maybe you could work together with ReadMenace, because he is working on US Army kits at the moment. Would be great to have your, very good model with ReadMenace's Kit on it, ingame
.
Keep up the great work
Keep up the great work
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STORM-Mama
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Re: [Character] US Army soldier - WIP
Soviet glory! I so want to see this epic statue one or two PR maps.'[R-DEV wrote:Rhino;927700']
then here is that same low poly but with the bump map made off the high poly model:
![]()
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ReadMenace
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Re: [Character] US Army soldier - WIP
Vaiski's work is light years ahead of my own; if he intends on including this in PR, my work will be more than obsolete. I am wholly excited by the prospect of these being in PR.Spekta wrote:Don't pay too much attention on the helmet and the pouches, because they are part of the kit. Maybe you could work together with ReadMenace, because he is working on US Army kits at the moment. Would be great to have your, very good model with ReadMenace's Kit on it, ingame.
Keep up the great work![]()
I will continue to work on my kit geometries, as I have invested too much time to simply abandon them, though I am quite doubtful of their necessity for PR at this point.
-REad






